Jump to content

"Would be nice" feature list


Recommended Posts

  • Replies 191
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

would be nice when tanks and other vehicles are able to turn at normal speed. here in the game this vehicles seems to have big problems with turning.

everyone knows how fast a tank can chance direction and sometimes in quickbattles, i loose a tank, because this super slow turning speed.

Link to comment
Share on other sites

I find tanks turn better if you run corners in two or three smaller increments, and slow speed is best. If not hunting, I'll run them at normal or quick then slow to turn and use at least one if not more slow legs to complete the turn. They also seem to slow even more if you have to cross a different type of terrain during the turn, e.g. go from road to shoulder/grass and back to road again.

Link to comment
Share on other sites

I find tanks turn better if you run corners in two or three smaller increments, and slow speed is best. If not hunting, I'll run them at normal or quick then slow to turn and use at least one if not more slow legs to complete the turn. They also seem to slow even more if you have to cross a different type of terrain during the turn, e.g. go from road to shoulder/grass and back to road again.

I agree the driving "skill" or lack there of in the AI drivers is pitiful, slow in fast out is the mantra for drivers but CM seems to be go flat out, slam on chocks, have no speed and hence take 3 days to turn then go flat out again.

This is actually the one and only thing I find annoying about CMSF -> BN

Link to comment
Share on other sites

Maybe I'll add my earlier post here, because my thread is sinking without notice. :)

----

I am having a great wego game with my mate, but it there's some things that could work better in wego (no kidding!).

First

I think the troops should shoot a bit longer to the target area when someone goes out of their sights. There was this situtation when my tank was quite close to enemy troops who were hiding behind a small hedgerow. The tank shot couple of times when the troops were in sight, but it stopped almost immediatly when they hit the dirt. At least the machinegun should keep going. Now the tank was waiting some 30 secs without doing anything (waiting for the new orders phase).

Maybe this behaviour should only include "heavier" guns like machineguns and such. And of course they should switch target if some visible enemies appear. When the ammo gets low, they could stop firing on "hidden enemies".

Second

Spotting is sometimes quite cumbersome in wego. I've had couple of times when my FoO or squad leader has moved away from hedgerow for some reason and it can't see through it anymore. So I have to move it closer to call some artillery. The problem is that you can't order it in the same turn as you are moving. At least I think so. But it seems that you can do normal targeting though at the last waypoint.

So, would it be possible to make it so that you could also call artillery at the last waypoint? I understand that there could be some coding issues with this or something.

Link to comment
Share on other sites

For me it would be a couple of UI tweaks:

  • Make the individual soldier information more tidy. Loose the text in the lower left of the main screen and integrate it with the display showing the weapons (I have seen a mocked up panel of this in another thread).
  • Keep KO and KIA squad members in the panel. Colour the weapons red or brown depending on status. Would give an instant view of how badly a squad has been mauled in the current scenario.
  • Slight differentiation in the floating icons for unit types so we can see at a glance which are infantry, ammo bearers, XO teams or pioneers.
  • When a squad takes casualties, the floating icon could flash a different colour to the flashing when the unit is selected?

Link to comment
Share on other sites

  • Keep KO and KIA squad members in the panel. Colour the weapons red or brown depending on status. Would give an instant view of how badly a squad has been mauled in the current scenario.

+1 for this. I love that we can mouse over the weapon icons and see the individual highlighted and wish that could be extended to KIA and WIA

Link to comment
Share on other sites

A "move to contact" command. "hunt" works ok for AFVs but troops tire quickly in the hunt mode. If the "move" command is used for scouting the scouts tend to get into a gun fight when they spot the enemy and usually get killed or wounded. A "move to contact command" that would program the scouts to "go to ground" as soon as they make contact without engaging in a gun fight would be a good command. They could in fact withdraw and break contact. This I believe would still leave a contact icon. It would be saying "hey sarge the Krauts are right over this hill".

Link to comment
Share on other sites

I'd love a universal LOS tool unconnected to any unit. One click on any part of the map to anchor the point of origin, then moving the cursor to any another point gives you a readout of the distance between the points and whether LOS is possible or not. One more click (or a right-click) and it goes away.

This may have been requested before, but I'd like this so much that I thought I'd raise it again.

Michael

Link to comment
Share on other sites

I would like to see a bigger and hideable UI. The fonts are hard to read in 1920x1200 on my 24".

The fonts are even smaller on a 30" at 2560x1600. The DPI is 101 on a 30" and it's 95 for your monitor. The fonts are all about 7pt or so. It's not that I can't read it, but I'd just rather have it larger.

Link to comment
Share on other sites

I have always thought that a political marriage between the Combat Mission series and the Close Combat series would result in something beautiful. Persistent stats for units, such as health, kills, experience, ammunition and morale would be great. Persistent damage between consecutive campaign battles would be another welcome addition for me. The stats for the squads would be great. Then we could name each soldier individually instead of just the squad leader. Hell, while we're at it, let's drag the medal system into the mix too. Is it necessary? No, probably not. Would it add some much needed flavor to the mix? Yes.

Not to mention the much sought strategic level that is sorely mission from the Combat Mission series.

Link to comment
Share on other sites

Hell, while we're at it, let's drag the medal system into the mix too. Is it necessary? No, probably not. Would it add some much needed flavor to the mix? Yes.

Every game that I have ever seen that awarded medals (and admittedly there are a bunch I have missed; but to continue...) did so in a hilariously unrealistic manner. And the promotions...oh please.

I'd sooner BFC didn't waste precious coding time on this one.

Michael

Link to comment
Share on other sites

For me it would be a couple of UI tweaks:

Keep KO and KIA squad members in the panel. Colour the weapons red or brown depending on status. Would give an instant view of how badly a squad has been mauled in the current scenario.

Definately. In fact I was disappointed to find that this was not a part of the UI already.

Given that we are dealing at the 1 to 1 level, having this makes perfect sense and would seem to be easy to add.

Link to comment
Share on other sites

I have always thought that a political marriage between the Combat Mission series and the Close Combat series would result in something beautiful. Persistent stats for units, such as health, kills, experience, ammunition and morale would be great. Persistent damage between consecutive campaign battles would be another welcome addition for me. The stats for the squads would be great. Then we could name each soldier individually instead of just the squad leader. Hell, while we're at it, let's drag the medal system into the mix too. Is it necessary? No, probably not. Would it add some much needed flavor to the mix? Yes.

Not to mention the much sought strategic level that is sorely mission from the Combat Mission series.

The makers of that game proudly announced recently that after, what, 15 years, they now have improved path finding routines implemented. !!!??? It took them how long to get around to that? I long since lost interest in their games, sorry.

But you are correct, the strategic layer and persistence capability was very cool and I do wish this game had something like that. Oh well...

Link to comment
Share on other sites

It would be nice to have more ai groups to play with when scripting ai behaviour in the editor. 20-24 ai groups should be enough i think, of course in this case "more is better". As it is now i find it hard to design scenarios larger than 1 or 2 companies.

Link to comment
Share on other sites

As it is now i find it hard to design scenarios larger than 1 or 2 companies.

I think most players are going to find it difficult to manage more than a couple of companies of their own most of the time. So the capacity to give much more to the AI might be considered pointless.

That said, I have no doubt that some players will insist on having entire regiments at their fingertips.

:rolleyes:

Michael

Link to comment
Share on other sites

Some things from my list of "wants".

1. When the spotting HQ is close to mortars (close visual) there should be a 30 second delay for spotting and only 1 minute for FFE.

2. Instant 180 degree covered arc. Also, covered arc color change and toggle on/off.

3. Shorter time between bursts from HMG. Much longer burst from a water cooled HMG.

4. Fire. Flammers. Burning/spreading houses and fields.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...